Nitpick/feature creep/yeah that's the game or design choice: [*]Switching back to hands while welding scrap on derelicts to pick up credits is annoying, just walk over them. [*]Having a little 3x3 pixel with 2 pixels between each square mini map of cities would be nice, see where each thing is based on a 1 pixel color in the 3x3 square. Also with a key. Should have to be explored first to be fair. Or it exists and I didn't see it. [*]REALLY want somewhere to place souvenirs. Maybe a spot on your planet. The ship is the only place that stuff stays forever. All other planets seem randomly generated so yes nothing set down should stay, but your planet seems to stay put. (OK after beating the game I see what's happening here now. But still, having some before getting to that point and storing them is annoying.) [*]Leaving the room while speeding through the ship, crewmates will throw up the button to talk but it goes away once you leave the room. Be nice if it stayed the full length so you can turn around and hear them. [*]Opening the fuel tank to release some residue is way too easy to leave open and let way more fuel go than intended. It'd be nice if it was HOLD to crack open instead, whatever it is now isn't right. But the risk is the point so that's fair. [*]Arriving anywhere plays sounds like the computer is talking to you in the background but you're on the cockpit screen. Just turns into a normal noise after a while but it still seems off. [*]Eating on derelicts is very non-intuitive. Seems in place to make sure you have stamina to keep working, very welcome, but how can you eat in space? Also be nice if they could pass up a biscuit when cleaning someone's redweed but, hey, should of seen my low stamina before leaving, fair. [*]Having a key for what the icons on the system map mean to start. I think it IS in the menu but kinda weird getting use to it. [*]Upgrading cargo hold or fuel tanks, for example, has the platform drop off anything held in there, which is nice but very confusing. Especially when it drops off your only air cyclers and you wonder what's going on with these 2 free air cyclers and when you get back on board you're suffocating. [*]The back/consume button is the same as the run button so each time you run you'll switch between your last tool and your hands. I don't think it can be fixed in controls [*]The diagnoses screen should show how many red weeds are on the ship, or at least that there are some. [*]Be nice if it became "hit or shoot down junk balls" after you get weapons. They have the same end. [*]Wish we could reject crew quests. Go into the crew tab and reject it from there. Look, I don't want to paint my ship, OK? Lose friendship progress is very fair for it. Bugs: [*]Tried leaving Magu on the ship and not giving kisses until I'd run out of air and was able to get back in soon after it started eating away at my stamina. Then got into a cutscene with no Magu in the cockpit where the game thought she was. [*]There can be a red weed under the texture for the cockpit glass, the airlock hatch, and the solar dome. [*]Very annoying to have a weld point under the client on certain distress calls. Also just above the air cycler also hides it. [*]Soft locked coming down too far left on the airlock ladder and stuck behind the cargo console, have to go back up, move right, then back down ladder. [*]On a Kasandra relationship up scene, talking about gloating that she messed up, you say "an mistake" seemingly instead of "a mistake." [*]Pretty annoying that telekenessing barrels off the cargo hold goes half a square off and can't be moved after. Also that any waste barrel can't be moved on derelicts after dropping them, some times trapping you on the cargo lift, and maybe on the derelict if done more incorrectly. [*]Put a rock on cargo platform, welded to reveal a clingtite, went back to ship and it became a rock again, welded again, and it became raw fuel. Deizz II [which I notice later is probably not helpful if they all are random/based on seed]. [*]Probably should stop Crewmates from standing on the refinery platform. Now it is funny to send Magu into the furnace but still. [*]Finding a PDA in a distress call counted as finding a PDA in a derelict in the Souze sector [which I notice later is probably not helpful if they all are random/based on seed]. [*]I was romanced by the 3 crew members in a row; Hole, Sarge, Kas , turned down first two and said yes to the third. I had postcards on the most southern tiles in the captains quarters and when it started to fade to black and push the models closer it had me pick up a post card and start to fill the bar to chuck it and was still holding it after fading back in. It's probably just made to put out your hand with a shortcut to have if like you're holding the button which made it work as intended I guess. Way too funny a bug in that moment. AS OF 1.1.2: [*]Putting down a box and then starting to turn makes the box drop at the new direction which is usually what way you wanted to walk towards. [*] Derelicts have a good 75% chance to be off set about half a tile to the right, which CAN lose you freight you put on the platform as you leave. Lost a gas can, could of lost an upgrade unit. I've had waste barrels move and cover the panel to bring me back to the ship since you can't move them [Apparently this was fixed in 1.1.3, thank you]. [*]The Air Cycle diagnostic shows 10 plants photosyntesizing in a NG+ when I don't even have a hydroponics bay. GUSH: [*]Continuity of damage is amazing. The weld spot on the hull is where it's losing air inside. The warp rings can be seen off kilter outside the ship while broken inside. [*]An asteroid hitting a fuel tank will empty it a bit [*]Weird the ship is just actually segments instead of one uni-body piece, but it's in space and that actually wouldn't matter. There's more I know I loved but didn't write them down.
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